Physical Activity and Self-Determination towards Exercise among Esports Athletes

IF 4.1 2区 医学 Q1 SPORT SCIENCES
Mitchell Nicholson, Courtney Thompson, Dylan Poulus, Toby Pavey, Rob Robergs, Vincent Kelly, Craig McNulty
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Abstract

Esports is competitive video gaming, performed within teams or individually, across multiple genres. Players are required to be sedentary for extended periods and require a high-level of cognitive skills for successful competitive performance. There are conflicting findings within the physical activity research in the esports industry. The aim of this research is to explore self-reported physical activity through accelerometer-assessed physical activity, to gain a better insight into the physical activity behaviours of international e’athletes. Participants (n = 796) across multiple popular esports games, holding any in-game rank, competing at any level, were recruited. The survey consisted of demographic details, esports experience, the International Physical Activity Questionnaire-Long Form (IPAQ-LF), and Behavioural Regulations towards Exercise Questionnaire (BREQ-3). Within a convenience sample, local intervarsity e’athletes (n = 18) were recruited to wear a wrist-worn accelerometer to measure physical activity for 7-days and then complete the survey. Results from the accelerometers were compared to the survey results to explore physical activity reporting within this population. When comparing IPAQ-LF to accelerometer data, players significantly over-report moderate-to-vigorous physical activity and weekly MET-min− 1 (p = .018, r = .63 and p ≤ .001, r = .92). The BREQ-3 showed that e’athletes categorised as high physical activity displayed significantly higher levels of intrinsic motivation, when compared to players categorised as low and moderate physical activity. E’athletes significantly over report physical activity time when measured through the IPAQ-LF, suggesting previous surveys may overestimate physical activity and further research is needed. Given the exponential growth of the industry and the level of physical inactivity, esports may contribute to global physical inactivity levels. Despite in-game rank not influencing physical activity time or motivation, higher levels of intrinsic motivation were associated with increased physical activity among e’athletes. This suggests the importance of fostering intrinsic motivation to promote sustained engagement in physical activity within esports communities. The study reveals concerning levels of sedentary behaviour among e’athletes, with implications for their overall health and well-being. Addressing sedentary behaviour and promoting light physical activity are crucial for mitigating associated health risks within the esports population. The study highlights significant disparities between self-reported physical activity data and accelerometer-assessed data among e’athletes, indicating potential over-estimation of physical activity levels when self-reported.
电子竞技运动员的体育活动和锻炼的自我决定性
电子竞技(Esports)是一种竞技视频游戏,以团队或个人为单位进行,涉及多种类型。玩家需要长时间久坐不动,并需要高水平的认知技能才能在竞技中取得成功。电竞行业的体力活动研究结果相互矛盾。本研究的目的是通过加速度计评估的体力活动来探索自我报告的体力活动,从而更好地了解国际电子竞技运动员的体力活动行为。研究招募了多款热门电竞游戏的参与者(n = 796),他们在游戏中拥有任何等级,参加任何级别的比赛。调查内容包括详细的人口统计学资料、电竞经历、国际体育活动问卷长表(IPAQ-LF)和运动行为规范问卷(BREQ-3)。在方便抽样中,招募了当地校际电子竞技运动员(n = 18),让他们佩戴腕戴式加速度计测量 7 天的体力活动,然后完成调查。我们将加速度计的测量结果与调查结果进行了比较,以了解该人群的体力活动报告情况。将 IPAQ-LF 与加速度计数据进行比较后发现,球员对中度到剧烈运动和每周 MET-min- 1 的报告明显偏高(p = .018,r = .63 和 p ≤ .001,r = .92)。BREQ-3显示,与低度和中度体力活动的运动员相比,被归类为高体力活动的电子竞技运动员的内在动机水平明显更高。通过 IPAQ-LF 测量,电子竞技运动员明显多报了体育活动时间,这表明以前的调查可能高估了体育活动,需要进一步研究。鉴于电竞产业的指数级增长和身体活动不足的水平,电竞可能会导致全球身体活动不足水平的上升。尽管游戏中的排名并不影响体育锻炼的时间或动机,但较高水平的内在动机与电子竞技运动员体育锻炼的增加有关。这表明,在电子竞技社区中,培养内在动力以促进持续参与体育锻炼非常重要。这项研究揭示了电子竞技运动员久坐行为的严重程度,这对他们的整体健康和福祉产生了影响。解决久坐行为和促进轻度体育锻炼对于降低电竞人群的相关健康风险至关重要。研究强调了电子竞技运动员自我报告的体力活动数据与加速度计评估数据之间的显著差异,表明自我报告的体力活动水平可能被高估。
本文章由计算机程序翻译,如有差异,请以英文原文为准。
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来源期刊
Sports Medicine - Open
Sports Medicine - Open SPORT SCIENCES-
CiteScore
7.00
自引率
4.30%
发文量
142
审稿时长
13 weeks
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